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Post by gredler on Jun 11, 2018 20:55:13 GMT
when I say no frills, I don't mean it's a functionless mess. It's just like, not full of all that weird stuff Photoshop has. ... that you might need, I don't know. Yes, I need it! I need that weird photoshop stuff dude, I use it all constantly. But I am 100% in on ProMotion dude, it's frigging awesome and it's something I can use on a ton of other platforms including current pipelines.
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Post by theoldman on Jun 11, 2018 21:01:41 GMT
"I am not surprised to hear there are several error ("lots" was expected )" Oh, those were just the ones that stood out. I didn't look too deeply at the code. "So the problem is probably that I used set_tile_data() after changing #inctile_ex() to #inctile()." Don't really know. I know I could never get the 1-parameter thing to work right. Could have been my code,though. After I poked around in the rest of the files, I think you have a more important problem, though. Why does your .fmp file not have anything in the map? I opened it in mappy, and the tile graphics are there, but the map itself is completely empty..... And if that's the case, it could be working fine; there's just nothing to display.
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Post by gredler on Jun 11, 2018 21:29:35 GMT
After I poked around in the rest of the files, I think you have a more important problem, though. Why does your .fmp file not have anything in the map? I opened it in mappy, and the tile graphics are there, but the map itself is completely empty..... And if that's the case, it could be working fine; there's just nothing to display. Thank you so much for taking the time to look into the .FMP - it's great to get another environment's view on the files. the .FMP was generated in Mappy by opening the included .MAP in Mappy then using file>save as... to save out the FMP. When I initially opened the aforementioned .MAP in Mappy it WAS blank just like you're seeing, and earlier in the thread I had mentioned that, so Mr. Elmer suggested: I believe that you'll need to set ... maptype = "LW4H4A20" mapdefw = 16 mapdefh = 16 And maybe use the width/height values of "8" instead of "16" if you're using 8x8 tiles instead of 16x16 tiles. After making those changes to the .INI the .MAP filed opened in Mappy showing the correct tile placement map data as it was in ProMotion. I wonder if because those .INI settings are not applied on your environment that you are seeing the same issue I did before making those changes. Would that have a factor on the functionality of the .FMP? That might be one of the warts on this toad of a test
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Post by theoldman on Jun 11, 2018 21:45:33 GMT
"After making those changes to the .INI the .MAP filed opened in Mappy showing the correct tile placement map data as it was in ProMotion. " Did you re-save it as an fmp? Mappy may have imported it correctly, but if it wasn't saved (and in the correct format), HuC would probably have problems with it.
No, I didn't mess with the .ini file. HuC doesn't look at that, it expects the 'default' fmp format. So that might be part of the problem.
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Post by Arkhan on Jun 12, 2018 1:08:00 GMT
wait I am confused lol.
the FMP is how you make maps. You shouldn't need to generate an FMP from a different file.
WHAT IS HAPPENING.
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Post by Deleted on Jun 12, 2018 1:27:58 GMT
Arkhan please post a rough description of your workflow, trying to figure out something that works for me is driving me insane.
You mentioned a FMP script but how about mappy's built-in LUA plugin system? Too unreliable?
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Post by Arkhan on Jun 12, 2018 1:31:40 GMT
lol. your signature. awesome.
I don't use that LUA stuff.
My workflow for mappy is something like:
1) Import tile set (setting map to 8x8 or 16x16 tile mode) 2) Make map 3) Reimport tile set and fight with it all night because Mappy has problems 4) If step 3 didn't need to happen, or I fix it, map is done. Use FMP with HuC functions.
We've got some internal utilities for FMPs to create BAT files.
You can do this yourself. The FMP format is parsable, and you can generate a BAT file following the format explained in the documentation about the BAT. Not too tedious really.
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Post by theoldman on Jun 12, 2018 2:20:10 GMT
wait I am confused lol. the FMP is how you make maps. You shouldn't need to generate an FMP from a different file. WHAT IS HAPPENING. Not everyone likes mappy. For them, it -may- be easier to use a different program to create the maps. As long as they can export it into a mappy compatible .fmp file, it shouldn't matter;they can just use the generated fmp file. And just so you know, the tools should work with a generated file as well. ...so maybe look into something else, since you don't really care for mappy?
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Post by gredler on Jun 12, 2018 3:26:43 GMT
wait I am confused lol. the FMP is how you make maps. You shouldn't need to generate an FMP from a different file. WHAT IS HAPPENING. LOL I love you dude, but have you read this at all? The entirety of my contribution to this thread has been focused on exporting from ProMotion to a working ROM in as few steps as possible. ProMotion exports various tilemaps, but not FMP. (as I mentioned above, I exported a .MAP from ProMotion, loaded it into Mappy, and saved-as as FMP.)
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Post by Arkhan on Jun 12, 2018 3:58:30 GMT
Oh right, ProMotion. I forgot about that part lol. I read that earlier in the day and read this thread again later, forgetting it's the same thread.
I thought you were using Mappy to export map files and reimport them into mappy and confused myself.
You can actually use Mappy to create a map from a big image file, and then press a button that removes duplicate tiles. It's kind of cool. You can then export the tileset as an image.
In theory, this sounds like it might be the least painful option. I'm not sure though because you can't trust Mappy's features sometimes.
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Post by gredler on Jun 12, 2018 5:26:49 GMT
Oh right, ProMotion. I forgot about that part lol. I read that earlier in the day and read this thread again later, forgetting it's the same thread. I thought you were using Mappy to export map files and reimport them into mappy and confused myself. You can actually use Mappy to create a map from a big image file, and then press a button that removes duplicate tiles. It's kind of cool. You can then export the tileset as an image. In theory, this sounds like it might be the least painful option. I'm not sure though because you can't trust Mappy's features sometimes. Yeah that create map from a single image import functionality works OK. That's how I initially made the shower level, and yeah it had a lot of hairy steps. It was nice that it removed duplicate tiles, but that changed something in how it referenced the tiles from the pcx I imported; I then had to export the tiles as a graphic for use in huc, and the image mappy spat out was not in 16x16 proportions that DK could use at the time so I had to process that image via Photoshop to make it 128x256 iircc... this was almost three years ago omg where does the time go!
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Post by theoldman on Jun 12, 2018 5:50:14 GMT
Okay, I poked around some more, and have some questions..... 1) What's the native file extension for saving a promotion file? 2) Do you know what an stm file is? A brc? Pmd? Pmp? tlc? tls? I ask because the .pmp file in your zip is actually -another- zip, containing files with those extensions. And if I'm right, that stm file contains the tile indexes for your map. Very simple to convert.... 3) know anything about setting up / using export filters in promotion? At least, that's what I think they were called. Something promotion runs after saving, so you can post-process the saved file to get the format you want. ........................................................................................................................................ IF we can get to an stm file, and figure out the filters stuff, it should be possible to save the file and have a filter that converts it to something HuC can use. Totally by-passing mappy. And allowing us to do some other interesting things. I presume you really want 240 color tiles
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Post by gredler on Jun 12, 2018 6:06:37 GMT
Okay, I poked around some more, and have some questions..... 1) What's the native file extension for saving a promotion file? .pmp (ProMotionProject), included and discussed below. 2) Do you know what an stm file is? A brc? Pmd? Pmp? tlc? tls? I ask because the .pmp file in your zip is actually -another- zip, containing files with those extensions. And if I'm right, that stm file contains the tile indexes for your map. Very simple to convert.... Unfortunately no I am not familiar with the .stm (nor .map or .fmp) format other than knowing it's some sort of allocation table to pick tiles from an index and assign them to coordinates of a map. I do think it's safe to say that the STM is the equivalent of the FMP which ProMotion is using for tile indexes, great to hear it's simple to convert!!! A brc? Pmd? Pmp? tlc? tls? - NO idea what these are - I can only make juvenile guesses to what it abbreviates, and assume each is for a different tool or system they've developed and stores data in these seperate file types; animations, layers, palettes, brushes, gradients, etc. I am not surprised at all to hear .pmp is file collection with markup for associations and information used by ProMotion when opening the project. I've never opened up a .pmp outside of ProMotion, and probably never will unless it's for data recovery/extraction. 3) know anything about setting up / using export filters in promotion? At least, that's what I think they were called. Something promotion runs after saving, so you can post-process the saved file to get the format you want. The extent of knowledge I have with the export filters in ProMotion are specific to what is available stock. I used the export wizard twice to generate the files in the .ZIP package; once for .map and .pcx, and again for exporting the .STM .PNG and .PAL. (I am aware that .STM .PNG and .PAL are not supported by HuC I know, but Elmer had expressed support for those being potential candidates for future optional formats) I assume there is some scripting support to create custom export filters, so with more information I'd be very happy with making a HuC friendly export suite for spitting out a .FMP and .PCX, if that's a plausible option! IF we can get to an stm file, and figure out the filters stuff, it should be possible to save the file and have a filter that converts it to something HuC can use. Totally by-passing mappy. And allowing us to do some other interesting things. In the zip file I attached above there is a .STM exported from the .PMP via ProMotion, which is the same as the .FMP and .MAP also included. I am just sitting down to look at this stuff, so I will mess with the filters a bit and see what I can find on that front; but yes ideally whatever it spits out would eliminate Mappy from my workflow, which would be a blessing certainly. I presume you really want 240 color tiles Yes sir, ideally I'd have one palette providing bitmap that can be used to define 15 palette indexes of 16 colors (but I must be honest and thought I had 16 indexes to work with for tilemaps, good to know for current in progress level as I have blocked out 16!) ---------------------- Update: So I poked around in ProMotion a bit to see if there were any scripting languages I know that are supported and there are no ways to run scripts or command line interface that I can see out of the box with public distributed ProMotion. The plugin system (https://www.cosmigo.com/pixel_animation_software/plugins/developer-interface) seems to be quite flexible and provide a lot of options if one were to have the C++ skill to write plugins and post process (as you mentioned) executable. So I imagine a application can be written that simply re-arranges the data from whichever files the user chooses for the Tile Map File Type (like .STM or .MAP to .FMP) which will run automatically to do the conversion without addition clicks by the Artist.
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Post by elmer on Jun 12, 2018 9:20:02 GMT
Ahhhhhhhhhhhhhhhhhhh .... everyone please STOP over-fraking-complicating this shit!!! Gredler: You don't need to run any LUA-or-other-language scripting stuff. There is no substantial difference between a Mappy .FMP file (which, from HuC's POV is a simple array of tile numbers inside an Amiga IFF-style wrapper structure ... a structure that PCEAS mostly ignores) ... and ProMotion's .STM file (which, from HuC's POV is a simple array of tile numbers with a tiny header). We don't need any external applications to do somehow modify to a .STM file in order to make it look like a .FMP file. We just need to make some VERY SIMPLE modifications to the HuC/PCEAS source code in order to get it to read .STM files. IMHO, if we were talking about external applications and processing, then we should be talking about multi-layer maps (including collision layers), and 3-level chr/blk/map systems that allow for greater reuse of individual characters, and multiple palettes within a single blk (a 16x16 "tile" in HuC terms). But we're not ... we're just making simple small mods to HuC to make it more usable with a modern art program.
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Post by gredler on Jun 12, 2018 17:16:25 GMT
Thanks Elmer I was worried that I was overthinking it because your language earlier in the thread made it sound straight forward changes on HuC/PCEAS, but the back end there is greek to me Thanks for talking me off of the ledge!
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